I generate my maze this way already. Using ASCII-chars to mark elements (of course this only works for a base layer then). Afterwards the real maze-generator transforms "wall" into "wall vertical", "3 side corner", and so on (depending on the neighbours).

You both got me thinking about how my paper prototype would transpose into a height mapped terrain on a 3d space invaders thing with deformable terrain... You can just about make out the bombed G and I've hilighted how the lines on the page transform into Valleys. Blitz 3D still rocks

I generate my maze this way already. Using ASCII-chars to mark elements (of course this only works for a base layer then). Afterwards the real maze-generator transforms "wall" into "wall vertical", "3 side corner", and so on (depending on the neighbours).

My mazes are all generated procedurally....no human design except for the algorithm.

The algorithm is as follows:

Pick a cell - make a room of mxn cells, send out corridors for l steps from a few of the walls, create more rooms and repeat..with some randomness.

Then to add some noise....

Carve out cells at random where there is an adjacent cell to the 'current random target cell' which is also empty...this guarantees the maze has no isolated parts. Repeat this until a certain proportion of the map is empty cells.

Oh...and use a seed that can be set and remembered for later - so if you go into the same dungeon later on it is the same maze (although creatures might change)